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"Let's take prisoners rather than killing randomly. May Selket bless us all for being merciful."
Eru'Tept will attempt to stabilize the dying Kellid warrior.
Heal: 1d20 + 6 ⇒ (2) + 6 = 8

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I'm going to assume that at some time, Eru'Tept takes 10 on heal to stabilise the guy.
edit (forgot this part earlier): Searching through their bodies, you find two potions, two composite longbows (but no strength bonus), two battleaxes and 40 arrows.
Within a minute of the battle ending, a band of Medda’s Twinhorn warriors arrive and express their dismay at their comrades’ apparent betrayal. Nonetheless, they mourn over the death of one, and carefully carrying the still breathing one to safety, vowing to do what they can to restore. Before departure, the leader hands you a potion of cure moderate wounds to thank you for at least keeping one alive.
Please retcon your healing 'cos I'm going to keep moving.
Having bypassed the outer patrols, the party reaches the standing stones where Ivvora fought Eshimka so long ago. A dark tear ripples at the center of the snow-covered monument, and the pale moon struggles to pierce the supernatural gloom. Twinhorn mystics are only a short distance behind the Pathfinders , preparing their reagents and conserving their power to close the rift
Groups of undead have emerged from the rift to secure a beachhead for Eshimka’s invasion. If the Twinhorn mystics are to seal the portal, they need to be able to approach the area safely. That means somebody has to fight off the undead here: you. In particular, two hideously malformed, hairless, pustule-covered corpses moves aggressively at you and snarls more like an undead hound than an undead man.
The area is in dim lighting. The green areas are trees and hence difficult terrain and also provides cover.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

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init, Seldiir: 1d20 + 7 ⇒ (12) + 7 = 19
init, Drelluandast: 1d20 + 4 ⇒ (7) + 4 = 11
init, Eru’Tept: 1d20 + 2 ⇒ (10) + 2 = 12
init, Vincenza: 1d20 + 2 ⇒ (9) + 2 = 11
init, Vindex: 1d20 + 4 ⇒ (12) + 4 = 16
init, Babine: 1d20 + 5 ⇒ (9) + 5 = 14
init, undeads: 1d20 + 1 ⇒ (2) + 1 = 3
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
Seldiir (6/12)
Vindex
Babine
Eru’Tept
Drelluandast
Vincenza (4/10)
red undead
orange yellow

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retcon road: I will take a bow and 20/40 arrows (depending if anyone wants one).
CSW should probably be in the hands of our most mobile character.
perception: 1d20 + 5 ⇒ (17) + 5 = 22
CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3
Vincenza can have the other CLW potion.

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Vindex moves up, skirting the underbrush to keep a clear field for his long weapon.
Double Move
Are these things bipedal? Possible AOO rolls; if they're bipeds, these will be trip attacks at +8. If they're quadrapeds, they'll be normal power attacks.

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Knowledge (religion): 1d20 + 7 ⇒ (14) + 7 = 21
Drelluandast moves over towards Babine. "Here, let me see that arrow," he says cheerfully as he reaches out. "We'll shed some light on these festogs in no time! Also, be careful of popping those pustules if you use a slashing or piercing weapon! Well, only if you're standing next to it I guess."
Move and cast light on one of Babine's arrows.

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Just a quick post to resolve some questions. Tired now.
Vindex finds it difficult to ascertain whether it is bipedal or a quadruped from the way it carries itself. (So Vindex, need you to decide. They do have two hands, but also look comfortable on all fours.)
Drelluandast also knows that festrogs, when they bite, will consume the flesh of their victims, gaining health in the process. (Gain temp hp on successful bite.) Also, should they hit with their bite on a charge, they can knock their target prone as well.

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Eru'Tept moves foward to aid Vindex. Invoking the favors of Selket, Eru'Tept's weapon begins to glow yellow (Good Blessing).
"Destroy these creatures with bow or spear! Send them back to the pits which spawned them!"
Knowledge(Religion): 1d20 + 6 ⇒ (10) + 6 = 16* Weaknesses please.

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Vinny accepts the other potion from Seldiir gratefully.
CLW potion: 1d8 + 1 ⇒ (4) + 1 = 5
She then moves up next to Eru'Tept to get closer to the monsters.
Double Move Action

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Babine, Drelluandast and Eru'Tept know that they have no special weaknesses. They attack with both bite and claws. Although bipedal, they can run very fast on all fours. (That's all the relevant info, I think.)
Seldiir and Babine snaps off two arrows quickly, before the undeads can react. Seldiir's shot slams into a tree trunk, but Babine's shot, despite his allies and trees in the way, despite the bad lighting, punches right through the skull of the closer one, destroying it in one shot. (That was kind of anticlimactic. :) You just manage to hit despite cover.) Meanwhile, the rest of the Pathfinders maneuvre to close the distance warily.
Quite unexpectedly, the remaining festrog doesn't charge. Instead it moves closer to the darkly glowing portal. Even more unexpectedly, contrary to everything you know of the abilites of festrogs, it raises a clawed hand, sending a black ray straight towards Vindex. It seemed unfamiliar with this attack though, missing what should have been a relatively easy shot. The ray strikes the branch above Vindex, which shrivels as if its life was drained.
combat map
Bold may act
-------
Round 2: Status: Nil
~~~
Seldiir (9/12)
Vindex
Babine
Eru’Tept
Drelluandast
Vincenza (9/10)
red undead
orange yellow
negative energy ray vs Vindex TAC12: 1d20 + 2 ⇒ (8) + 2 = 10

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"Whoa! What the?!" Vindex ducks as the black bolt shoots over his head.
Vindex cautiously makes his way forward, keeping some of the trees between himself and the creature and preparing to leap out of the way of any additional beams at a moment's notice.
Move Action: Move
Standard Action: Total Defense
AC 21, Touch AC 16

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Seldiir manoeuvres to get a clear shot.
attack: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d8 ⇒ 1
concealment: 1d100 ⇒ 10
In the dim conditions he misjudges the distance and his arrow flies over the beast’s head.

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Vinny blanches slightly at the effects of the bolt on the tree, then moves to take cover in the bushes with Vindex.
Double move action

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Double-check your positions - someone moved the map on accident and your intended destination might not be where you thought it was!
Drelluandast hurries behind his companions, his short legs requiring more effort to keep up with the tall folks.
Double move

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Seldiir attempts a shot but the darkness confounds him. The other Pathfinders move closer with varying amounts of caution. As you get closer, you notice the entire area within the stone circle is bathed in an unholy darkness emanating from the portal.
The remaining undead again sends another bolt of darkness, this time at Eru'Tept, as it continues to draw back.
Eru'Tept, can you please put your basic character information on your stat line? Look at the first post in the discussion thread for the information I need.
combat map
Bold may act
-------
Round 2: Status: Nil
~~~
Seldiir (9/12)
Vindex
Babine
Eru’Tept (9/13)
Drelluandast
Vincenza (9/10)
red undead
orange yellow
negative energy ray vs Eru'Tept TAC11: 1d20 + 2 ⇒ (20) + 2 = 22 dmg: 2d6 ⇒ (3, 1) = 4

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"You got it!" Drelluandast cheerfully replies as he trots up to Babine and reaches up to touch another arrow with a glowing hand.
Move and cast light. Remember that you can always ready or delay with a spoiler until another character has acted if you're hoping for a buff.

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"Watch out for those dark bolts of energy... they are deadly!"
Hoping that he can bring the creature low and that the rest of his companions will also rush forward, Eru'Tept charges (well sort of).
Movement and Attack with scorpion whip.
"For the Goddess!"
Attack: 1d20 + 3 ⇒ (16) + 3 = 19,
Damage (2nd d6 vs. evil): 1d6 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12- all damage counts as good.

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Babine, think I should have pointed this out earlier. It wouldn't matter if the arrow you're firing is lighted or not, but whether the area you're shooting into is lighted that matters. Your first shot succeeded in the miss chance roll. Your second shot is fine though, because your first arrow, still embedded in the first festrog, already lighted the area. But anyway, more light is good.
Waiting for Drelluandast to light his second arrow, Babine releases another arrow that punches straight into the chest of the undead. Eru'Tept rushes into the stone circle going after the badly weakened creature. As he steps in, however, he feels his life being drained from him. Ignoring it for now, he brings his whip down on the creature, slashing it into ribbons, destroying it completely!
I'm going to take it that Vincenza and Vindex doesn't follow Eru'Tept into the circle to take damage unnecessarily. Eru'Tept, you'll take the damage twice, once for entering, and once for starting your next round in it. I presume you then quickly exit.
Combat over! Character Status:
~~~
Seldiir (9/12)
Eru’Tept (7/13)
Vincenza (9/10)
Eru'Tept dmg: 2d3 ⇒ (1, 1) = 2
Once you have defeated the undead, the Twinhorn mystics move in and begin setting up the ritual to close the rift.

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Go ahead and backpost your healing. We're not going into combat. Well, not yet.
Seeing the Pathfinders resting, one of the Twinhorn scouts approaches with news, the scout who had been traveling with you from the Fangwood earlier. He jogs up and skids to a stop. "Be careful, Pathfinders. You are near the territory of one of the more fearsome creatures for miles around: a powerful drake. Several other scouts believed the beast emerged from the rift, but I’ve had a closer look, and I recognize the drake as a type common in the Hold of Belkzen, to the southwest. I’m not sure that it’s truly our enemy, though I can see that it’s angry and looking for a fight. It’s likely not safe to leave alone, otherwise it might attack us when we should be focused on Eshimka." He rubs at his arm, which is raw as if burned. "I tried talking to it but might have given the wrong impression. Whether you defeat it with speech or spears, we can’t afford to ignore it."
The scout provides directions to the low tor where the drake lives. "I have to continue with my scouting circuit and deliver his report to Medda, so I can't accompany you. You should know though that the drake is extraordinarily fast, can fly, and has the ability to spit caustic globules that explode on contact, spraying everyone nearby. From what I've heard from elders, such drakes aren’t especially smart yet have a devious cunning."
You set off and reach the drake’s lair after 10 minutes of travel. The steep hill provides a commanding view of the surrounding area. The sides of the hill rise at a sheer incline, and the sandy soil provides few solid footholds. The large rocks rise about 5 feet above the surrounding terrain, providing some cover. (Climb DC12 to go up the slope at quarter speed, DC17 for half speed. You can go the long way up the track without a check.)
When you reach the foot of the hill, the black drake comes into view at the top. He stares down as you and roars out, first in Draconic, then seeing some confused faces, again in passable Common. "Who are you to trepass my territory? Who is foolish enough to approach me!"
You can choose to attack it directly, or attempt to negotiate with it.
I need success for 3 out of the 4 possible strategies below. A failed attempt for a particular strategy cannot be repeated. Note that different skills might have different DCs. If you're convincing, I might accept alternative strategies (and hence skills).
Bribing the Drake: With a successful Appraise, Bluff, Knowledge (arcana), Spellcraft or Use Magic Device check, you can extol the value of a bribe. (DC is also affected by the value of the item.)
Encouraging the Drake: With a successful Bluff, Diplomacy or Knowledge (planes) check, you can encourage the drake to help you with a convincing argument
Praising the Drake: With a successful Bluff, Diplomacy or Perform check, you can bolster the drake’s ego with praise or feigned subservience, making him more likely to feel like your proposal is his own idea or that he’s fully in control.
Shaming the Drake: With a successful Handle Animal, Intimidate, Perform (comedy) or Sense Motive check, you can goad the drake in a way that directs his anger toward Eshimka — always stopping before pushing the drake too far.

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Babine Will use His wand of clw. For seldiir.
Babine walks close to the Drake.
"Oh Great Drake! May we spare a moment of your time? We have présents to give to you if you accept to hear us. (Give His acid) use magic device to aid: 1d20 + 6 ⇒ (6) + 6 = 12
Soon, a army of undead. will sweep the world of the living. A mighty creature like you may not be in danger but the peace of your home will over forever. diplo: 1d20 + 6 ⇒ (15) + 6 = 21
In my honor, i Will compose a song to your glory. For you, Who défy stereotypes and show how reality is more Powerful than some dusty old tales. Perform Wind: 1d20 + 7 ⇒ (11) + 7 = 18
Do not aim us for you wrath, blâme Eshimka, the leader of the undead for this. We wouldn't disturb you if she didn't exist. handle animal: 1d20 + 6 ⇒ (4) + 6 = 10"

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Eru'Tept is humbled by the skill and resources of his companions.
"I too am injured and have no means of healing myself. I am sorry I am not better prepared."
Now back to the action at hand.
Giving the drake all necessary deference.
"The Paladin is correct, even a creature as mighty and powerful as yourself should be concerned about the undead horde."
Diplomacy (Aid Babine): 1d20 + 2 ⇒ (11) + 2 = 13

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"Oh Great Drake! May we spare a moment of your time? We have présents to give to you if you accept to hear us."
Not responding to this yet since it is an aid.
"Soon, a army of undead. will sweep the world of the living. A mighty creature like you may not be in danger but the peace of your home will over forever."
The drake growls deep within itself, its fury at your team slightly diminished. "Of course nothing can harm me, you tincan. But indeed, they might scare away my favourite prey..." Success
"In my honor, i Will compose a song to your glory. For you, Who défy stereotypes and show how reality is more Powerful than some dusty old tales."
As Babine starts to play, the drake calms down further. It does not respond but simply nods in appreciation of the music. Success.
"Do not aim us for you wrath, blâme Eshimka, the leader of the undead for this. We wouldn't disturb you if she didn't exist."
The drake suddenly rears up and roars in anger. "Are you implying that I should fear this Eshimka? Youu invite my claws and teeth!" It splays its wings threateningly. (Failure)
So 2 successes, 1 failure. Only Bribing pending. Remember that appraise and bluff can be used untrained. Some coordination of main roller with aids might work.

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Vinny stares at the drake, impressed and a bit frightened by its display of aggression. She digs around in her bag and pulls out a flask of acid to match Babine's gift.
"We would like to offer you these flasks of acid, mighty drake. They are finely crafted and powerful, and should please a creature such as yourself."
Can I make a craft: alchemy check for this bribe? The acid is an alchemical item, and as an alchemist I feel like Vinny has more credentials to describe it to the drake.

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Drelluandast has the highest Craft bonus (+11), so I’ll go ahead and roll primary in a spoiler.
”Oh my goodness,” Drelluandast gasps in Draconic, ”you’re the most amazing dragon I’ve ever seen! Please! I simply must capture your magnificent visage!” Quickly whipping out a board, ink, parchment, and a set of fine calligraphy brushes, the gnome fusses and fawns over the drake. ”How to capture that magnificent essence of the night you’ve so masterfully made your own! And such power in that fearsome maw of yours! Why, the darkness itself must flee before you!”
Finishing his work, he pulls it from the board and gently waves it as he approaches the drake. ”Please, accept this humble gift,” he says with a bow. ”I would do more, but these terrible undead threaten us. Though if one so mighty as you were to lend us your aid, I am sure they would flee before you as the warriors of the tribes sang your praises.”

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**OVERSEER ANNOUNCEMENT**
The combined Pathfinder and Twinhorn forces shatter undead bones and topple the walking dead, even while sustaining wounds of their own. However, their momentum seems unstoppable. The holy approval of the empyreal lord Vildeis grows stronger, as if recognizing the Pathfinders’ righteousness by causing their weapons, armor, and even blood to shimmer with angelic power.
Table GMs, the Empyreal Approval condition on pg. 23 is now in effect, restoring the PCs’ expended blessings of Vildeis.

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The drake looks skeptically at first at the offered gift, perhaps having no hands to actually use the brushes. But as Drelluandast extol the value of the set, together with much flattery. The drake greedily inspects the bribe again with its sharp eyes before swooping down to carry them away to its lair.
It returns shortly and study the Pathfinders before rearing up, roaring furiously. It flaps it wings with tremendous power, buoyed by your praises. "Eshimka shall pay for her treachery! I will come join the battle soon!"[ it declares as it takes off.
Success! Ok we'll take a short pause as we're transiting to the next phase soon. And don't forget about the blessings of Vildeis. You each have one use.

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**OVERSEER ANNOUNCEMENT**
An anguished draconic roar echoes across the landscape. Within minutes, reports begin circulating that some of the Society’s newest agents single-handedly defeated a powerful drake, ensuring that will be no threat during the final assault. Competing rumors suggest these agents actually convinced the drake to fight by their side! Whatever the case, it is a great boon in the fights to come.
Table GMs, the Dangerous Drake condition on page 23 is in effect, providing an edge in the final battle.

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**OVERSEER ANNOUNCEMENT**
The combined Pathfinder and Twinhorn forces have beaten back the worst of Eshimka’s vanguard, and their spellcasters are hard at work repairing the damage around the planar rift. It seems there is at last a lull when a pair of blade-like arms stab through the rift and tear it wider. The wound releases a wave of negative energy that crashes into the mystics’ wards, though the shock causes the trees for hundreds of feet around to wither, their limbs snapping off and turning to ash before hitting the ground. Through the widened rift steps a towering giant with sinister horns, shaking the ground with every step as her army follows her: vampires, towering suits of armor, hungry corpses, and even a powerful dragon! Medda’s shout carries over the din. “Eshimka is here! Strike now!”
The giant laughs thunderously as it regards the mortals around it and tears of pieces of her own flesh that turn into nightmarish beasts. “The living are no match for my might. Spread out, and reduce every one of these mortals to dust!”
Table GMs, please begin the encounter Eshimka’s Assault.

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Dangerous Drake: During the final encounter, the party gains a bonus use of the Allied Offensive benefit as if provided by an Aid Token (i.e. one PC gains 1d8 damage to a melee attack and everyone attacking afterwards gains flanking for 1 round)
While a team of (much more) experienced Pathfinders gather and charge Eshimka herself, the rest break off into their respective teams to tackle the foot soldiers led by her. Facing you off from within the stone circle is a feral, black-furred creature, combining the features of a wolf and those of a horse, with a fanged muzzle and glowing red eyes. Flanked on either sides are slimy, shifting masses with the vague shapes of humanoids, but made out of what appears to be some form of sticky rope or cloth. Their bodies lurches jerkily, struggling to maintain their horrid form.
The plants are all dead. So the trees no longer provide cover, nor are difficult terrain. Poor trees...
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Could everyone just roll me a will DC save also? Will explain why later... :)
init, Seldiir: 1d20 + 7 ⇒ (16) + 7 = 23
init, Drelluandast: 1d20 + 4 ⇒ (16) + 4 = 20
init, Eru’Tept: 1d20 + 2 ⇒ (4) + 2 = 6
init, Vincenza: 1d20 + 2 ⇒ (8) + 2 = 10
init, Vindex: 1d20 + 4 ⇒ (15) + 4 = 19
init, Babine: 1d20 + 5 ⇒ (5) + 5 = 10
init, enemies: 1d20 + 2 ⇒ (19) + 2 = 21
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
Seldiir
red dog/horse
orange humanoid
yellow humanoid
Drelluandast
Vindex
Babine
Vincenza
Eru’Tept

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While we're rolling will saves: anyone with ranks in knowledge (religion) want to make those checks and call out some useful information before Seldiir opens initiative with a terrible choice of action?

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Don't think we can - I've always played/run it as characters can't talk before they act in combat, so they have to wait to roll knowledge checks until then.